Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

Indeed it does, but no unit has ever needed to have both functions available at once as one is redundant alongside the other.

Perhaps the easiest would be to let subdued animals regain their ability to "Fortify". That way the hotkey "F" would retain it's significance without having the now redundant "sleep" mission.
It would of course be elegant if you found a way to make the hotkey assignments for these missions to be conditionals upon the other missions availability for the particular unit type.

That was basically what I was trying to achieve - the issue operates from the same switch that pulls up fortification instead of sleep as an option. But the hotkey crossover may not work here since a unit can have the options to fortify, establish and escape all existing at the same time so I'll probably just have to separate those two out entirely (though I've now sorted out how to order them to come up right next to fortify and sleep options at least.)
 
Any news on the "ghost" units me and at least one other player was paying supply for?

Cheers
 
Any news on the "ghost" units me and at least one other player was paying supply for?

Cheers

Not yet. It's on the bug 'heap' I'll be going through soon.
 
any word on the modern fishing boats bug? the construturs have the same error to.


ggm

fishing boats and constructurs cant build fishing boats. its says something like unit must be of same size to build improvement on plot.
 

Attachments

any word on the modern fishing boats bug? the construturs have the same error to.

ggm

Can you please remind [us] what the bug was? It's just that I can't find any such bug reported here...
 
Python error when using the Judge's mission to abolish Human Sacrifice (see attached).

The abolition doesn't happen (I presume as I can still sacrifice captives afterwards), although the game doesn't crash.
 

Attachments

  • 2014-12-05_00001.jpg
    2014-12-05_00001.jpg
    303.2 KB · Views: 36
any word on the modern fishing boats bug? the construturs have the same error to.


ggm

fishing boats and constructurs cant build fishing boats. its says something like unit must be of same size to build improvement on plot.

Can you please remind [us] what the bug was? It's just that I can't find any such bug reported here...

He mentioned it earlier. So I have been thinking on the issue and at first I couldn't come up with what could be causing the problem... It's been on the bug heap there because I didn't have a running theory. It's supposed to detect what size and volume the unit starts at and simply enforce that the unit is at that size and volume if the unit is going to be sacrificed to perform the build then it must be at its original size/volume. Since it works in many examples I've been struggling to figure out how it wouldn't there.

BUT

There's two ways this might've come up.

I may have forgotten to correct some of that code for size matters uncut perhaps.

OR

An option was changed midgame.

I'm guessing it's the first. Is this a Size Matters 'Uncut' game?

I'll have to fix it over the weekend if I can. The save should be helpful thank you.
 
Latest SVN, repeatable CTD. Russian minor civ has emerged somewhere in a barbarian city. When I load this autosave, I get a bunch of windows with python errors related to the new civ. Then I do my turn (just two units to move) and CTD occurs.

Now I tried to load an older autosave, played a few more turns and saw no errors so far. Still the CTD might be worthy to examine.
 

Attachments

Do i understand correctly that only i have problem running mod on 32 bit system?
 
Do i understand correctly that only i have problem running mod on 32 bit system?

I can play upto the begiining of Industrial era (Standard map size) on a 32 bit XP system.

Currently trying next map size down and I am in to the Modern era and still playing.
 
I can play upto the begiining of Industrial era (Standard map size) on a 32 bit XP system.

Currently trying next map size down and I am in to the Modern era and still playing.

Which map style are you playing on?? # of civs??
 
Jsut started again and after a short time only I noticed a discrepancy in the Supply cost and the uits currently outside my borders.
This is the 3rd game this has happened in, out of 3.

I have 8 units outside of borders but paying supply cost for 17 (10free +7 costing)???

Is this just in my copy or do others get this too?

SVN 81xx or so

Cheers

It is weird for me too, but in another way: it says I got 10 units as free supply, but in fact I pay for each one including the first. I thought it is just a presentational bug - feature of higher difficulty level settings.

Odd. I think Alberts made a couple of adjustments there recently. I'll try to take a moment to review them and see if anything done there might've introduced this issue.

I only stopped the Free Unit totals from going negative and i think that should not cause such errors.
 
I only stopped the Free Unit totals from going negative and i think that should not cause such errors.

Yeah, probably not though I can imagine a way it might. But that said, I was just mainly saying I'd use your recent edits there to guide me to where the code can be reviewed for the actual bug.

(unless you would like to look for the problem spot ;) )
 
15 civ , standart map, no barb civ, i cant even start game and no initial save created.
 
Negative Great Person Rate from education 'buildings' combined with an Excessive leader is deducted twice here:
Base rate of a specialist 3 GP
- 16% from buildings
- 20% excessive leader
= final great person rate 1 GP (see screen).

In my opinion the result should be 2 GP.

I found an older save giving a positive bonus for both leader and buildings and it seemed OK there.
 

Attachments

  • Civ4ScreenShot0014.JPG
    Civ4ScreenShot0014.JPG
    298.3 KB · Views: 39
Ambusher should cost 1 gold per turn, but actually it costs nothing, IIRC Rogue was the same.

Supply is otherwise OK here (i had less than 10 units around and did not pay for anything). This is just after Tribalism, I'll look for an ancient save where it was weird.
 

Attachments

  • supply_tribalism.JPG
    supply_tribalism.JPG
    289.1 KB · Views: 25
15 civ , standart map, no barb civ, i cant even start game and no initial save created.
Could it be the map selected perhaps? If not, it's something that's taken place since my last commit (or a problem with a particular option perhaps) as I had been able to start a game then.

Negative Great Person Rate from education 'buildings' combined with an Excessive leader is deducted twice here:
Base rate of a specialist 3 GP
- 16% from buildings
- 20% excessive leader
= final great person rate 1 GP (see screen).

In my opinion the result should be 2 GP.

I found an older save giving a positive bonus for both leader and buildings and it seemed OK there.
Well... I think it's right based on C++ rules of rounding down. 36% is more than 1/3d and since it's cutting into the second third at all it's rounding the final result down as it normally would. The final number before round down would be something like 1.90 GP pts and it loses the decimal there.

Ambusher should cost 1 gold per turn, but actually it costs nothing, IIRC Rogue was the same.

Supply is otherwise OK here (i had less than 10 units around and did not pay for anything). This is just after Tribalism, I'll look for an ancient save where it was weird.
We'll have to take a look at the unit costs on rogues and ambushers and see if there's an issue there.
 
Negative Great Person Rate from education 'buildings' combined with an Excessive leader is deducted twice here:
Base rate of a specialist 3 GP
- 16% from buildings
- 20% excessive leader
= final great person rate 1 GP (see screen).

In my opinion the result should be 2 GP.

I found an older save giving a positive bonus for both leader and buildings and it seemed OK there.

3 in GP rate makes 33.33% per point really, if you do not reach teh next step you stay on the lower one, as per:
Between 0 and 33% you get 0 GP, as you need 34% (over 33.33%) to get 1.
Between 34 and 66% you get 1 GP, as you need 67% (over 66.66%) to get 2.
Between 67 and 99% you get 2 GP, as you need 100% to get 3.

You have 100-16-20=64% so you correctly end up with 1 GP left.

Cheers
 
Ambusher should cost 1 gold per turn, but actually it costs nothing, IIRC Rogue was the same.

Supply is otherwise OK here (i had less than 10 units around and did not pay for anything). This is just after Tribalism, I'll look for an ancient save where it was weird.

Actually, thinking on this... if you have free units enough to cover a rogue or ambusher the extra amount won't apply there either.
 
Back
Top Bottom